Tldraw/packages/tlschema/src/records/TLPageState.ts

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4.4 KiB
TypeScript
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2024-04-16 11:13:54 +00:00
import {
BaseRecord,
createMigrationIds,
createRecordMigrationSequence,
createRecordType,
RecordId,
} from '@tldraw/store'
import { JsonObject } from '@tldraw/utils'
import { T } from '@tldraw/validate'
import { idValidator } from '../misc/id-validator'
import { shapeIdValidator } from '../shapes/TLBaseShape'
import { pageIdValidator, TLPage } from './TLPage'
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import { TLShapeId } from './TLShape'
/**
* TLInstancePageState
*
* State that is unique to a particular page of the document in a particular browser tab
*
* @public
*/
export interface TLInstancePageState
extends BaseRecord<'instance_page_state', TLInstancePageStateId> {
pageId: RecordId<TLPage>
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
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selectedShapeIds: TLShapeId[]
hintingShapeIds: TLShapeId[]
erasingShapeIds: TLShapeId[]
hoveredShapeId: TLShapeId | null
editingShapeId: TLShapeId | null
croppingShapeId: TLShapeId | null
focusedGroupId: TLShapeId | null
meta: JsonObject
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}
/** @internal */
export const instancePageStateValidator: T.Validator<TLInstancePageState> = T.model(
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'instance_page_state',
T.object({
typeName: T.literal('instance_page_state'),
id: idValidator<TLInstancePageStateId>('instance_page_state'),
pageId: pageIdValidator,
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
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selectedShapeIds: T.arrayOf(shapeIdValidator),
hintingShapeIds: T.arrayOf(shapeIdValidator),
erasingShapeIds: T.arrayOf(shapeIdValidator),
hoveredShapeId: shapeIdValidator.nullable(),
editingShapeId: shapeIdValidator.nullable(),
croppingShapeId: shapeIdValidator.nullable(),
focusedGroupId: shapeIdValidator.nullable(),
meta: T.jsonValue as T.ObjectValidator<JsonObject>,
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})
)
/** @internal */
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export const instancePageStateVersions = createMigrationIds('com.tldraw.instance_page_state', {
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AddCroppingId: 1,
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
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RemoveInstanceIdAndCameraId: 2,
AddMeta: 3,
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
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RenameProperties: 4,
RenamePropertiesAgain: 5,
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} as const)
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Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
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/** @public */
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export const instancePageStateMigrations = createRecordMigrationSequence({
sequenceId: 'com.tldraw.instance_page_state',
recordType: 'instance_page_state',
sequence: [
{
id: instancePageStateVersions.AddCroppingId,
up(instance: any) {
instance.croppingShapeId = null
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},
},
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{
id: instancePageStateVersions.RemoveInstanceIdAndCameraId,
up(instance: any) {
delete instance.instanceId
delete instance.cameraId
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
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},
},
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{
id: instancePageStateVersions.AddMeta,
up: (record: any) => {
record.meta = {}
},
},
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{
id: instancePageStateVersions.RenameProperties,
// this migration is cursed: it was written wrong and doesn't do anything.
// rather than replace it, I've added another migration below that fixes it.
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up: (_record) => {
// noop
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
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},
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down: (_record) => {
// noop
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
},
},
2024-04-16 11:13:54 +00:00
{
id: instancePageStateVersions.RenamePropertiesAgain,
up: (record: any) => {
record.selectedShapeIds = record.selectedIds
delete record.selectedIds
record.hintingShapeIds = record.hintingIds
delete record.hintingIds
record.erasingShapeIds = record.erasingIds
delete record.erasingIds
record.hoveredShapeId = record.hoveredId
delete record.hoveredId
record.editingShapeId = record.editingId
delete record.editingId
record.croppingShapeId = record.croppingShapeId ?? record.croppingId ?? null
delete record.croppingId
record.focusedGroupId = record.focusLayerId
delete record.focusLayerId
},
2024-04-16 11:13:54 +00:00
down: (record: any) => {
record.selectedIds = record.selectedShapeIds
delete record.selectedShapeIds
record.hintingIds = record.hintingShapeIds
delete record.hintingShapeIds
record.erasingIds = record.erasingShapeIds
delete record.erasingShapeIds
record.hoveredId = record.hoveredShapeId
delete record.hoveredShapeId
record.editingId = record.editingShapeId
delete record.editingShapeId
record.croppingId = record.croppingShapeId
delete record.croppingShapeId
record.focusLayerId = record.focusedGroupId
delete record.focusedGroupId
},
},
2024-04-16 11:13:54 +00:00
],
2023-04-25 11:01:25 +00:00
})
/** @public */
export const InstancePageStateRecordType = createRecordType<TLInstancePageState>(
'instance_page_state',
{
validator: instancePageStateValidator,
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
scope: 'session',
}
).withDefaultProperties(
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
(): Omit<TLInstancePageState, 'id' | 'typeName' | 'pageId'> => ({
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
editingShapeId: null,
croppingShapeId: null,
selectedShapeIds: [],
hoveredShapeId: null,
erasingShapeIds: [],
hintingShapeIds: [],
focusedGroupId: null,
meta: {},
2023-04-25 11:01:25 +00:00
})
)
/** @public */
export type TLInstancePageStateId = RecordId<TLInstancePageState>